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- // ImGui Win32 + DirectX11 binding
- // You can copy and use unmodified imgui_impl_* files in your project.
- // If you use this binding you'll need to call 4 functions: ImGui_ImplXXXX_Init(), ImGui_ImplXXXX_NewFrame(), ImGui::Render() and ImGui_ImplXXXX_Shutdown().
- // See main.cpp for an example of using this.
- // https://github.com/ocornut/imgui
- #include <imgui.h>
- #include "imgui_impl_dx11.h"
- // DirectX
- #include <d3d11.h>
- #include <d3dcompiler.h>
- #define DIRECTINPUT_VERSION 0x0800
- #include <dinput.h>
- // Data
- static INT64 g_Time = 0;
- static INT64 g_TicksPerSecond = 0;
- static HWND g_hWnd = 0;
- static ID3D11Device* g_pd3dDevice = NULL;
- static ID3D11DeviceContext* g_pd3dDeviceContext = NULL;
- static ID3D11Buffer* g_pVB = NULL;
- static ID3D11Buffer* g_pIB = NULL;
- static ID3D10Blob * g_pVertexShaderBlob = NULL;
- static ID3D11VertexShader* g_pVertexShader = NULL;
- static ID3D11InputLayout* g_pInputLayout = NULL;
- static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
- static ID3D10Blob * g_pPixelShaderBlob = NULL;
- static ID3D11PixelShader* g_pPixelShader = NULL;
- static ID3D11SamplerState* g_pFontSampler = NULL;
- static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
- static ID3D11RasterizerState* g_pRasterizerState = NULL;
- static ID3D11BlendState* g_pBlendState = NULL;
- static int g_VertexBufferSize = 5000, g_IndexBufferSize = 10000;
- struct VERTEX_CONSTANT_BUFFER
- {
- float mvp[4][4];
- };
- // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
- // If text or lines are blurry when integrating ImGui in your engine:
- // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
- void ImGui_ImplDX11_RenderDrawLists(ImDrawData* draw_data)
- {
- // Create and grow vertex/index buffers if needed
- if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
- {
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
- D3D11_BUFFER_DESC desc;
- memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
- return;
- }
- if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
- {
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
- bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
- bufferDesc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
- bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- if (g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &g_pIB) < 0)
- return;
- }
- // Copy and convert all vertices into a single contiguous buffer
- D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
- if (g_pd3dDeviceContext->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
- return;
- if (g_pd3dDeviceContext->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
- return;
- ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
- ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert));
- memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx));
- vtx_dst += cmd_list->VtxBuffer.size();
- idx_dst += cmd_list->IdxBuffer.size();
- }
- g_pd3dDeviceContext->Unmap(g_pVB, 0);
- g_pd3dDeviceContext->Unmap(g_pIB, 0);
- // Setup orthographic projection matrix into our constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource;
- if (g_pd3dDeviceContext->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource) != S_OK)
- return;
- VERTEX_CONSTANT_BUFFER* pConstantBuffer = (VERTEX_CONSTANT_BUFFER*)mappedResource.pData;
- const float L = 0.0f;
- const float R = ImGui::GetIO().DisplaySize.x;
- const float B = ImGui::GetIO().DisplaySize.y;
- const float T = 0.0f;
- const float mvp[4][4] =
- {
- { 2.0f/(R-L), 0.0f, 0.0f, 0.0f},
- { 0.0f, 2.0f/(T-B), 0.0f, 0.0f,},
- { 0.0f, 0.0f, 0.5f, 0.0f },
- { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f },
- };
- memcpy(&pConstantBuffer->mvp, mvp, sizeof(mvp));
- g_pd3dDeviceContext->Unmap(g_pVertexConstantBuffer, 0);
- }
- // Setup viewport
- {
- D3D11_VIEWPORT vp;
- memset(&vp, 0, sizeof(D3D11_VIEWPORT));
- vp.Width = ImGui::GetIO().DisplaySize.x;
- vp.Height = ImGui::GetIO().DisplaySize.y;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = 0;
- vp.TopLeftY = 0;
- g_pd3dDeviceContext->RSSetViewports(1, &vp);
- }
- // Bind shader and vertex buffers
- unsigned int stride = sizeof(ImDrawVert);
- unsigned int offset = 0;
- g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
- g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
- g_pd3dDeviceContext->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
- g_pd3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- g_pd3dDeviceContext->VSSetShader(g_pVertexShader, NULL, 0);
- g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
- g_pd3dDeviceContext->PSSetShader(g_pPixelShader, NULL, 0);
- g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_pFontSampler);
- // Setup render state
- const float blendFactor[4] = { 0.f, 0.f, 0.f, 0.f };
- g_pd3dDeviceContext->OMSetBlendState(g_pBlendState, blendFactor, 0xffffffff);
- g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
- // Render command lists
- int vtx_offset = 0;
- int idx_offset = 0;
- for (int n = 0; n < draw_data->CmdListsCount; n++)
- {
- const ImDrawList* cmd_list = draw_data->CmdLists[n];
- for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++)
- {
- const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
- if (pcmd->UserCallback)
- {
- pcmd->UserCallback(cmd_list, pcmd);
- }
- else
- {
- const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
- g_pd3dDeviceContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
- g_pd3dDeviceContext->RSSetScissorRects(1, &r);
- g_pd3dDeviceContext->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
- }
- idx_offset += pcmd->ElemCount;
- }
- vtx_offset += cmd_list->VtxBuffer.size();
- }
- // Restore modified state
- g_pd3dDeviceContext->IASetInputLayout(NULL);
- g_pd3dDeviceContext->PSSetShader(NULL, NULL, 0);
- g_pd3dDeviceContext->VSSetShader(NULL, NULL, 0);
- }
- IMGUI_API LRESULT ImGui_ImplDX11_WndProcHandler(HWND, UINT msg, WPARAM wParam, LPARAM lParam)
- {
- ImGuiIO& io = ImGui::GetIO();
- switch (msg)
- {
- case WM_LBUTTONDOWN:
- io.MouseDown[0] = true;
- return true;
- case WM_LBUTTONUP:
- io.MouseDown[0] = false;
- return true;
- case WM_RBUTTONDOWN:
- io.MouseDown[1] = true;
- return true;
- case WM_RBUTTONUP:
- io.MouseDown[1] = false;
- return true;
- case WM_MBUTTONDOWN:
- io.MouseDown[2] = true;
- return true;
- case WM_MBUTTONUP:
- io.MouseDown[2] = false;
- return true;
- case WM_MOUSEWHEEL:
- io.MouseWheel += GET_WHEEL_DELTA_WPARAM(wParam) > 0 ? +1.0f : -1.0f;
- return true;
- case WM_MOUSEMOVE:
- io.MousePos.x = (signed short)(lParam);
- io.MousePos.y = (signed short)(lParam >> 16);
- return true;
- case WM_KEYDOWN:
- if (wParam < 256)
- io.KeysDown[wParam] = 1;
- return true;
- case WM_KEYUP:
- if (wParam < 256)
- io.KeysDown[wParam] = 0;
- return true;
- case WM_CHAR:
- // You can also use ToAscii()+GetKeyboardState() to retrieve characters.
- if (wParam > 0 && wParam < 0x10000)
- io.AddInputCharacter((unsigned short)wParam);
- return true;
- }
- return 0;
- }
- static void ImGui_ImplDX11_CreateFontsTexture()
- {
- ImGuiIO& io = ImGui::GetIO();
- // Build
- unsigned char* pixels;
- int width, height;
- io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
- // Create DX11 texture
- {
- D3D11_TEXTURE2D_DESC texDesc;
- ZeroMemory(&texDesc, sizeof(texDesc));
- texDesc.Width = width;
- texDesc.Height = height;
- texDesc.MipLevels = 1;
- texDesc.ArraySize = 1;
- texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- texDesc.SampleDesc.Count = 1;
- texDesc.Usage = D3D11_USAGE_DEFAULT;
- texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
- texDesc.CPUAccessFlags = 0;
- ID3D11Texture2D *pTexture = NULL;
- D3D11_SUBRESOURCE_DATA subResource;
- subResource.pSysMem = pixels;
- subResource.SysMemPitch = texDesc.Width * 4;
- subResource.SysMemSlicePitch = 0;
- g_pd3dDevice->CreateTexture2D(&texDesc, &subResource, &pTexture);
- // Create texture view
- D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
- ZeroMemory(&srvDesc, sizeof(srvDesc));
- srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
- srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
- srvDesc.Texture2D.MostDetailedMip = 0;
- g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
- pTexture->Release();
- }
- // Store our identifier
- io.Fonts->TexID = (void *)g_pFontTextureView;
- // Create texture sampler
- {
- D3D11_SAMPLER_DESC samplerDesc;
- ZeroMemory(&samplerDesc, sizeof(samplerDesc));
- samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
- samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
- samplerDesc.MipLODBias = 0.f;
- samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
- samplerDesc.MinLOD = 0.f;
- samplerDesc.MaxLOD = 0.f;
- g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_pFontSampler);
- }
- // Cleanup (don't clear the input data if you want to append new fonts later)
- io.Fonts->ClearInputData();
- io.Fonts->ClearTexData();
- }
- bool ImGui_ImplDX11_CreateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return false;
- if (g_pFontSampler)
- ImGui_ImplDX11_InvalidateDeviceObjects();
- // Create the vertex shader
- {
- static const char* vertexShader =
- "cbuffer vertexBuffer : register(b0) \
- {\
- float4x4 ProjectionMatrix; \
- };\
- struct VS_INPUT\
- {\
- float2 pos : POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- \
- PS_INPUT main(VS_INPUT input)\
- {\
- PS_INPUT output;\
- output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\
- output.col = input.col;\
- output.uv = input.uv;\
- return output;\
- }";
- D3DCompile(vertexShader, strlen(vertexShader), NULL, NULL, NULL, "main", "vs_4_0", 0, 0, &g_pVertexShaderBlob, NULL);
- if (g_pVertexShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- if (g_pd3dDevice->CreateVertexShader((DWORD*)g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), NULL, &g_pVertexShader) != S_OK)
- return false;
- // Create the input layout
- D3D11_INPUT_ELEMENT_DESC localLayout[] = {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->pos), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (size_t)(&((ImDrawVert*)0)->uv), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (size_t)(&((ImDrawVert*)0)->col), D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- if (g_pd3dDevice->CreateInputLayout(localLayout, 3, g_pVertexShaderBlob->GetBufferPointer(), g_pVertexShaderBlob->GetBufferSize(), &g_pInputLayout) != S_OK)
- return false;
- // Create the constant buffer
- {
- D3D11_BUFFER_DESC cbDesc;
- cbDesc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER);
- cbDesc.Usage = D3D11_USAGE_DYNAMIC;
- cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- cbDesc.MiscFlags = 0;
- g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pVertexConstantBuffer);
- }
- }
- // Create the pixel shader
- {
- static const char* pixelShader =
- "struct PS_INPUT\
- {\
- float4 pos : SV_POSITION;\
- float4 col : COLOR0;\
- float2 uv : TEXCOORD0;\
- };\
- sampler sampler0;\
- Texture2D texture0;\
- \
- float4 main(PS_INPUT input) : SV_Target\
- {\
- float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
- return out_col; \
- }";
- D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_4_0", 0, 0, &g_pPixelShaderBlob, NULL);
- if (g_pPixelShaderBlob == NULL) // NB: Pass ID3D10Blob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob!
- return false;
- if (g_pd3dDevice->CreatePixelShader((DWORD*)g_pPixelShaderBlob->GetBufferPointer(), g_pPixelShaderBlob->GetBufferSize(), NULL, &g_pPixelShader) != S_OK)
- return false;
- }
- // Create the blending setup
- {
- D3D11_BLEND_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.AlphaToCoverageEnable = false;
- desc.RenderTarget[0].BlendEnable = true;
- desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
- desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
- desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
- g_pd3dDevice->CreateBlendState(&desc, &g_pBlendState);
- }
- // Create the rasterizer state
- {
- D3D11_RASTERIZER_DESC desc;
- ZeroMemory(&desc, sizeof(desc));
- desc.FillMode = D3D11_FILL_SOLID;
- desc.CullMode = D3D11_CULL_NONE;
- desc.ScissorEnable = true;
- desc.DepthClipEnable = true;
- g_pd3dDevice->CreateRasterizerState(&desc, &g_pRasterizerState);
- }
- ImGui_ImplDX11_CreateFontsTexture();
- return true;
- }
- void ImGui_ImplDX11_InvalidateDeviceObjects()
- {
- if (!g_pd3dDevice)
- return;
- if (g_pFontSampler) { g_pFontSampler->Release(); g_pFontSampler = NULL; }
- if (g_pFontTextureView) { g_pFontTextureView->Release(); g_pFontTextureView = NULL; ImGui::GetIO().Fonts->TexID = 0; }
- if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
- if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
- if (g_pBlendState) { g_pBlendState->Release(); g_pBlendState = NULL; }
- if (g_pRasterizerState) { g_pRasterizerState->Release(); g_pRasterizerState = NULL; }
- if (g_pPixelShader) { g_pPixelShader->Release(); g_pPixelShader = NULL; }
- if (g_pPixelShaderBlob) { g_pPixelShaderBlob->Release(); g_pPixelShaderBlob = NULL; }
- if (g_pVertexConstantBuffer) { g_pVertexConstantBuffer->Release(); g_pVertexConstantBuffer = NULL; }
- if (g_pInputLayout) { g_pInputLayout->Release(); g_pInputLayout = NULL; }
- if (g_pVertexShader) { g_pVertexShader->Release(); g_pVertexShader = NULL; }
- if (g_pVertexShaderBlob) { g_pVertexShaderBlob->Release(); g_pVertexShaderBlob = NULL; }
- }
- bool ImGui_ImplDX11_Init(void* hwnd, ID3D11Device* device, ID3D11DeviceContext* device_context)
- {
- g_hWnd = (HWND)hwnd;
- g_pd3dDevice = device;
- g_pd3dDeviceContext = device_context;
- if (!QueryPerformanceFrequency((LARGE_INTEGER *)&g_TicksPerSecond))
- return false;
- if (!QueryPerformanceCounter((LARGE_INTEGER *)&g_Time))
- return false;
- ImGuiIO& io = ImGui::GetIO();
- io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
- io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
- io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
- io.KeyMap[ImGuiKey_UpArrow] = VK_UP;
- io.KeyMap[ImGuiKey_DownArrow] = VK_DOWN;
- io.KeyMap[ImGuiKey_PageUp] = VK_PRIOR;
- io.KeyMap[ImGuiKey_PageDown] = VK_NEXT;
- io.KeyMap[ImGuiKey_Home] = VK_HOME;
- io.KeyMap[ImGuiKey_End] = VK_END;
- io.KeyMap[ImGuiKey_Delete] = VK_DELETE;
- io.KeyMap[ImGuiKey_Backspace] = VK_BACK;
- io.KeyMap[ImGuiKey_Enter] = VK_RETURN;
- io.KeyMap[ImGuiKey_Escape] = VK_ESCAPE;
- io.KeyMap[ImGuiKey_A] = 'A';
- io.KeyMap[ImGuiKey_C] = 'C';
- io.KeyMap[ImGuiKey_V] = 'V';
- io.KeyMap[ImGuiKey_X] = 'X';
- io.KeyMap[ImGuiKey_Y] = 'Y';
- io.KeyMap[ImGuiKey_Z] = 'Z';
- io.RenderDrawListsFn = ImGui_ImplDX11_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
- io.ImeWindowHandle = g_hWnd;
- return true;
- }
- void ImGui_ImplDX11_Shutdown()
- {
- ImGui_ImplDX11_InvalidateDeviceObjects();
- ImGui::Shutdown();
- g_pd3dDevice = NULL;
- g_pd3dDeviceContext = NULL;
- g_hWnd = (HWND)0;
- }
- void ImGui_ImplDX11_NewFrame()
- {
- if (!g_pVB)
- ImGui_ImplDX11_CreateDeviceObjects();
- ImGuiIO& io = ImGui::GetIO();
- // Setup display size (every frame to accommodate for window resizing)
- RECT rect;
- GetClientRect(g_hWnd, &rect);
- io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top));
- // Setup time step
- INT64 current_time;
- QueryPerformanceCounter((LARGE_INTEGER *)¤t_time);
- io.DeltaTime = (float)(current_time - g_Time) / g_TicksPerSecond;
- g_Time = current_time;
- // Read keyboard modifiers inputs
- io.KeyCtrl = (GetKeyState(VK_CONTROL) & 0x8000) != 0;
- io.KeyShift = (GetKeyState(VK_SHIFT) & 0x8000) != 0;
- io.KeyAlt = (GetKeyState(VK_MENU) & 0x8000) != 0;
- // io.KeysDown : filled by WM_KEYDOWN/WM_KEYUP events
- // io.MousePos : filled by WM_MOUSEMOVE events
- // io.MouseDown : filled by WM_*BUTTON* events
- // io.MouseWheel : filled by WM_MOUSEWHEEL events
- // Hide OS mouse cursor if ImGui is drawing it
- SetCursor(io.MouseDrawCursor ? NULL : LoadCursor(NULL, IDC_ARROW));
- // Start the frame
- ImGui::NewFrame();
- }
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